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	<entry>
		<id>https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches</id>
		<title>Serious Sam HD/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches"/>
				<updated>2017-10-24T15:19:54Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: /* Glitches and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
= Differences =&lt;br /&gt;
&lt;br /&gt;
This section lists the differences between the HD and non-HD games (Tourist difficulty assumed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
==== Physics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You no longer gain extra altitude when jumping up slopes.&lt;br /&gt;
&amp;lt;li/&amp;gt;The speed boost when jumping down slopes is smaller.&lt;br /&gt;
&amp;lt;li/&amp;gt;It is much easier to stand on top of enemies.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can prevent falling underwater by holding jump.&lt;br /&gt;
&amp;lt;li/&amp;gt;You cannot get hit by cannon balls anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Jumping on candles is now possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;While walking down stairs in non-HD, you will be airborne and unable to jump. In HD this is not the case.&lt;br /&gt;
&amp;lt;li/&amp;gt;&amp;quot;Swimming&amp;quot; when out of bounds in certain spots is no longer possible.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boosts and jumps ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Many boosts and jumps which require you to stand on enemies are only possible in HD.&lt;br /&gt;
&amp;lt;li/&amp;gt;Single bull boosts are much weaker.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleer boosts are stronger.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fish boosts are more effective.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kamikaze boosts have been removed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Cannon jumping is not possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;Higher difficulties no longer increase the power of the boosts.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Enemies now have different textures when damaged.&lt;br /&gt;
&amp;lt;li/&amp;gt;Beheaded Rocketeer/Firecracker have new melee weapons.&lt;br /&gt;
&amp;lt;li/&amp;gt;Floating Gnaars do no longer follow you vertically if jumping on them.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleers now always charge at you if close enough, instead of running next to you and slashing.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies do not get knocked back excessively when shot anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies only have the gore explosion death animation.&lt;br /&gt;
&amp;lt;li/&amp;gt;Highlander Aludran Reptiloids have higher health (20 rockets to 14 in non-HD).&lt;br /&gt;
&amp;lt;li/&amp;gt;The fireballs of the Highlander Aludran Reptiloids can now be destroyed with rockets.&lt;br /&gt;
&amp;lt;li/&amp;gt;The Electro-Fish's attack has longer range.&lt;br /&gt;
&amp;lt;li/&amp;gt;Large Lava Golems have higher health (29 uncharged cannon balls to 23 in non-HD).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Colt/twin colts fire 30%/20% slower.&lt;br /&gt;
&amp;lt;li/&amp;gt;Minigun does double damage, but fires at half the speed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Rocket Launcher ammo contains 8 rockets instead of 5.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenade Launcher fires up to 50% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenades now deal self damage.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fully charged Cannon fires 15% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Uncharged Cannon fires up to 135% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Switching weapons is much faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD there is a few frames of lag before projectiles appear, in HD they appear instantly (Grenade Launcher, Laser, Cannon).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The First Encounter ==&lt;br /&gt;
&lt;br /&gt;
=== Tomb of Ramses III ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer jump over the trigger that makes the wall move down in the corridor after the Gnaars.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD you have to jump up a steep slope right before the final room. In HD a candle has been added which simplifies the jump.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dunes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;There are now three Werebulls instead of two in the starting area.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Suburbs ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;A Minor Biomechanoid has been added close to the starting point. Killing it spawns a Kleer.&lt;br /&gt;
&amp;lt;li/&amp;gt;More geometry that you can get stuck on has been added to the well and the secret platform is bigger.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewers ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;By getting boosted by a Kleer you can get past the moving wall before the final area without having to press the button.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metropolis ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can get out of the level already in the second area by jumping on a Harpy.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alley of the Sphinxes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Karnak ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The spawn timing of some enemies in the arena battle has changed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Great Pyramid ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The waiting time for the door to open is now ~2:10 instead of ~2:00.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Glitches and tricks =&lt;br /&gt;
&lt;br /&gt;
=== Strafe jumping ===&lt;br /&gt;
&lt;br /&gt;
Strafe jumping increases your movement speed by up to 10%. Simply jump and tap the left and right movement keys repeatedly while in the air. You will gain small speed boosts which depend on how quickly you tap the movement keys, although tapping too quickly will nullify the effect.&lt;br /&gt;
&lt;br /&gt;
=== Harpy jumping and flying ===&lt;br /&gt;
Just like with the Floating Gnaar, it is possible to reach any height with a Harpy. First make it fly into a wall or stun it (only works on 30 FPS), then jump on to its back and scroll wheel jump. It works the same way as with the Floating Gnaar, except the Harpy will continuously kick you while you are standing on it, possibly canceling out the jumps. The kicking attacks can in turn be used to gain extremely fast horizontal speed. You will start floating towards the kicking direction, and for each consecutive kick, your speed will increase. However, you will need to move towards the center of the Harpy after every few kicks to adjust your position, otherwise you will be knocked off, although the higher FPS you play on, the harder it is to get knocked off. By combining the jumping and the horizontal boost you can basically fly around the levels, and you can instantly fall off by crouching.&lt;br /&gt;
&lt;br /&gt;
=== Floating with Floating Gnaars ===&lt;br /&gt;
Unlike in non-HD, the Floating Gnaars do not float higher if you simply keep jumping on them. However, you can trick them to do so by jumping horizontally out of their attacking range, making them move towards you to attack. By moving towards them and landing on them again, you will be floating horizontally towards the opposite direction of where you were attacked from. It is possible to float faster by having a second Floating Gnaar push on the other one. If you scroll wheel jump after performing the horizontal jump, the Floating Gnaar will keep following you upwards, meaning you can also quickly reach any height (easier on a high FPS). Finally, you can make them sink by crouching while standing on them.&lt;br /&gt;
&lt;br /&gt;
=== Bull jumping and riding ===&lt;br /&gt;
Bull jumping is performed by standing on top of a Werebull and jumping when it is about to attack. The altitude reached is timing dependent, but a perfect bull jump gives roughly the same height as a standard bull boost in non-HD. Getting launched by two Werebulls throws you even higher into the air (double bull jumping). It is also possible to travel with the speed of a Werebull by getting on top of one while it is running. Usually it does not work if on even ground with the Werebull, so it is easier to do when it comes charging down a hill. After a while it will halt in order to attack you, but it is possible to cancel out the attack by jumping out of its attack range and landing back on again. You can also let its attack hit you while you jump to perform a boosted bull jump.&lt;br /&gt;
&lt;br /&gt;
=== Clipping through the ground ===&lt;br /&gt;
There is a glitch which makes it possible to clip through the ground by pressing crouch as you are about to land from being airborne. The glitch is dependent on frame rate, your altitude and speed, and the thickness of the ground geometry. The lower the frame rate and the longer you fall as well as the thinner geometry, the higher the chances of clipping through the ground. It is possible to do it on 60 FPS in order to combine it with Harpy flying, but it does rely on extreme falling heights, thus 30 FPS is required for shorter distances.&lt;br /&gt;
&lt;br /&gt;
Only works on an older version in TSE as it was patched out.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
Due to a collision glitch, certain objects are able to boost you when you interact with them in a certain way, sending you great distances at extremely fast speeds. In order for the glitch to work, an FPS of roughly 200 is required, and any higher FPS does not appear to increase the power of the boost.&lt;br /&gt;
&lt;br /&gt;
=== Crouch swimming ===&lt;br /&gt;
Swim faster by holding either crouch while on the floor, or jump while at the roof. You will swim about twice as fast, but will be unable to turn while doing it.&lt;br /&gt;
&lt;br /&gt;
=== Turbo Laser ===&lt;br /&gt;
By binding primary fire to the mouse wheel, the Lasergun can fire three times as fast on 60 FPS (dealing 600 DPS - second only to Cannon), or even faster on higher FPS.&lt;br /&gt;
&lt;br /&gt;
Only works on an older version in TSE as it was patched out.&lt;br /&gt;
&lt;br /&gt;
=== Useful console commands ===&lt;br /&gt;
cht_bEnableCheats=2 - Enables the cheat menu accessed by pressing F3 when in the menu.&amp;lt;br&amp;gt;&lt;br /&gt;
gfx_iMaxFPSActive=X - Limits the FPS to X. Default is 2000.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches</id>
		<title>F.E.A.R./Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches"/>
				<updated>2017-01-14T13:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: Added more accurate weapon movement speeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FEAR.html}}&lt;br /&gt;
&lt;br /&gt;
= Basics =&lt;br /&gt;
&lt;br /&gt;
=== Weapon movement speed ===&lt;br /&gt;
Your movement speed is affected by the weapon you are carrying.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;100%&amp;lt;/b&amp;gt; - Unarmed/Remote Bomb&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;95%&amp;lt;/b&amp;gt; - Pistol/Shotgun&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;90%&amp;lt;/b&amp;gt; - Dual Pistol/Submachinegun&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;85%&amp;lt;/b&amp;gt; - Assault Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;83%&amp;lt;/b&amp;gt; - Penetrator&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;80%&amp;lt;/b&amp;gt; - Laser/Advanced Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt; - ASP Rifle/MP-50/Particle Weapon/Rocket Launcher/Minigun/Grenade Launcher/Lightning Arc Weapon&lt;br /&gt;
&lt;br /&gt;
=== Weapon of choice ===&lt;br /&gt;
* Unarmed is the primary choice of attack since you move at full speed and most standard enemies die in one to two punches.&lt;br /&gt;
* Kicks kill any unarmored enemy in one hit which is the fastest method of killing Shades and clearing enemies blocking a door.&lt;br /&gt;
* Shotgun is the best weapon overall, killing standard enemies in one shot from mid-range and Heavy Armors in four head shots.&lt;br /&gt;
* Penetrator is primarily used to kill Nightmares because of its high accuracy from long distances and high attack rate.&lt;br /&gt;
* Proximity Mines are very useful against mechs because of their 100% armor penetration, as is the Rocket Launcher.&lt;br /&gt;
* Lightning Arc Weapon kills Nightcrawler Elites in two head shots and is semi-homing (PM).&lt;br /&gt;
&lt;br /&gt;
=== Difficulties ===&lt;br /&gt;
On Low difficulty, enemies deal 25% damage and their A.I. (tactics/aim) is 50% effective. You also regenerate health up to 40 hit points after not having taken damage for a short time.&lt;br /&gt;
&lt;br /&gt;
=== Useful cheat codes ===&lt;br /&gt;
god - God mode&amp;lt;br/&amp;gt;&lt;br /&gt;
guns - All weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
tears - No ammo consumption&amp;lt;br/&amp;gt;&lt;br /&gt;
maphole - Next level&amp;lt;br/&amp;gt;&lt;br /&gt;
health - Full health&amp;lt;br/&amp;gt;&lt;br /&gt;
armor - Full armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
=== Ladder glitch ===&lt;br /&gt;
Grab the top of a ladder and press jump to glitch the climbing animation into happening where you are standing, making it possible to clip through the ground and go out of bounds. If you are in floating mode while performing this glitch, you can repeat the climbing animation to sink even lower as well as moving horizontally. To do this, bind crouch to the scroll wheel and crouch once every time you want to repeat the animation. Works on version 1.00.&lt;br /&gt;
&lt;br /&gt;
=== Reload skip ===&lt;br /&gt;
If you holster your weapon or swap to another weapon and then pull it back out, its ammo clip will be full without having to reload. Works on version 1.04 and lower.&lt;br /&gt;
&lt;br /&gt;
=== Quickporting ===&lt;br /&gt;
By quick-saving twice in quick succession and then quick-loading while the game is still saving, you will be teleported to a fixed location in the level. In most levels it will teleport you out of bounds and make you die, but in some levels it can be used to save time. Moving while quickporting will make you retain that velocity after teleporting, and quickporting while standing on a ladder will make you stand on a non-existing ladder after teleporting. Works for F.E.A.R. 1.08 and EP.&lt;br /&gt;
&lt;br /&gt;
=== Floating glitch ===&lt;br /&gt;
There are a few ways to trigger floating mode: The most common method is to press and hold jump, then spam crouch and use on a ladder. This method is FPS dependent and easier to perform on lower FPS. Another way is to stand on certain objects, like usable laptops and elevators, and spamming crouch. Floating mode lets you float anywhere horizontally, as well as sink by repeatedly crouching. You are not able to jump while floating so you will have to ascend using sloped ground or objects. To regain the ability to jump, save and load the game. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
Most decorative objects are solid, meaning you can stand and jump off of them. By using explosives or firing at them while having slow-motion activated, you will be able to boost yourself to great heights. However, if the object is moving too fast then you will not be able to jump on it, you will just clip through. This means that most smaller objects are not suitable since their weights are so low, meaning they will traverse much quicker than for example cardboard boxes or trash cans. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Crouch glitch ===&lt;br /&gt;
It is possible to move at running speeds in areas where you normally only can fit by crouching (like vent shafts). Bind crouch to the scroll wheel and run up to the place you want to crouch through, then scroll one step with the scroll wheel while holding forward and you will be in crouch glitch mode until you stand up again. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Fence clipping ===&lt;br /&gt;
By standing at the edge of certain fences and leaning into it while moving and looking at a certain angle, it is possible to clip through it. While inside the fence, keep leaning and tap forward to try to brute force your way through it. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Bullet glitch ===&lt;br /&gt;
This glitch will make the equipped weapon use bullet properties of another weapon. Press and hold jump, then switch to another weapon and press use on a ladder while switching. If done correctly, the equipped weapon will now use bullet properties of the weapon that was attempted to switch to. This is useful to make the MP-50 deal no self damage, in order to boost oneself higher while floating. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Melee cancel ===&lt;br /&gt;
Punching animations can be canceled by crouching after each attack, therefore being able to perform multiple punches in a very short time span. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Climbing people ===&lt;br /&gt;
Normally you are only able to stand on people's heads without being able to jump from them. A way around that is to first glitch into them by simply walking towards them at the right angle, then spamming jump. At some point the game throws you out of the person you glitched into with a full jump. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Wall climbing ===&lt;br /&gt;
Certain types of walls are climbable in the same manner you can climb people - by hugging them and spamming jump. The climbing speed is related to how fast the game runs, some walls are climbed faster on high FPS while others are climbed faster on low FPS. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Corner clipping ===&lt;br /&gt;
It is possible to clip through most objects which have non-blocked corners. Stand on one of the corners and start spamming crouch. If you positioned yourself correctly, you should fall through the object. Now jump and crouch repeatedly towards the object and with some luck you will be able to move freely within the object. If you simply start running around after just spamming crouch at the corner, you will get ejected. Also note that the object must be tall enough to be able to jump crouch into it. Works on any version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expansion packs =&lt;br /&gt;
Extraction Point runs on version 1.07 and Perseus Mandate on version 1.08. They introduce the ability to bash down doors which is slightly faster than simply opening most of them.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches</id>
		<title>F.E.A.R./Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches"/>
				<updated>2017-01-14T13:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: Added new glitches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FEAR.html}}&lt;br /&gt;
&lt;br /&gt;
= Basics =&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
Your movement speed is affected by the weapon you are carrying. It is currently unknown if each weapon has its own weight, but there are at least three weight classes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Light&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Unarmed&amp;lt;br/&amp;gt;&lt;br /&gt;
Grenades&amp;lt;br/&amp;gt;&lt;br /&gt;
Pistol&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Medium&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Submachinegun&amp;lt;br/&amp;gt;&lt;br /&gt;
Assault Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
Shotgun&amp;lt;br/&amp;gt;&lt;br /&gt;
ASP Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
Penetrator&amp;lt;br/&amp;gt;&lt;br /&gt;
Laser (EP)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heavy&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Particle Weapon&amp;lt;br/&amp;gt;&lt;br /&gt;
Rocket Launcher&amp;lt;br/&amp;gt;&lt;br /&gt;
Repeating Cannon&amp;lt;br/&amp;gt;&lt;br /&gt;
Minigun (EP)&lt;br /&gt;
&lt;br /&gt;
=== Weapon of choice ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Unarmed is the primary choice of attack since you move at full speed and most standard enemies die in one to two punches.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kicks kill any unarmored enemy in one hit which is the fastest method of killing Shades and clearing enemies blocking a door.&lt;br /&gt;
&amp;lt;li/&amp;gt;Shotgun is the best weapon overall, killing standard enemies in one shot from mid-range and Heavy Armors in four head shots.&lt;br /&gt;
&amp;lt;li/&amp;gt;Penetrator is primarily used to kill Nightmares because of its high accuracy from long distances and high attack rate.&lt;br /&gt;
&amp;lt;li/&amp;gt;Proximity Mines are very useful against mechs because of their 100% armor penetration, as is the Rocket Launcher.&lt;br /&gt;
&amp;lt;li/&amp;gt;Lightning Arc kills Nightcrawler Elites in two head shots and is semi-homing (PM).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Difficulties ===&lt;br /&gt;
On Low difficulty, enemies deal 25% damage and their A.I. (tactics/aim) is 50% effective. You also regenerate health up to 40 hit points after not having taken damage for a short time.&lt;br /&gt;
&lt;br /&gt;
=== Useful cheat codes ===&lt;br /&gt;
god - God mode&amp;lt;br/&amp;gt;&lt;br /&gt;
guns - All weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
tears - No ammo consumption&amp;lt;br/&amp;gt;&lt;br /&gt;
maphole - Next level&amp;lt;br/&amp;gt;&lt;br /&gt;
health - Full health&amp;lt;br/&amp;gt;&lt;br /&gt;
armor - Full armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
=== Ladder glitch ===&lt;br /&gt;
Grab the top of a ladder and press jump to glitch the climbing animation into happening where you are standing, making it possible to clip through the ground and go out of bounds. If you are in floating mode while performing this glitch, you can repeat the climbing animation to sink even lower as well as moving horizontally. To do this, bind crouch to the scroll wheel and crouch once every time you want to repeat the animation. Works on version 1.00.&lt;br /&gt;
&lt;br /&gt;
=== Reload skip ===&lt;br /&gt;
If you holster your weapon or swap to another weapon and then pull it back out, its ammo clip will be full without having to reload. Works on version 1.04 and lower.&lt;br /&gt;
&lt;br /&gt;
=== Quickporting ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Floating glitch ===&lt;br /&gt;
There are a few ways to trigger floating mode: The most common method is to press and hold jump, then spam crouch and use on a ladder. This method is FPS dependent and easier to perform on lower FPS. Another way is to stand on certain objects, like usable laptops and elevators, and spamming crouch. Floating mode lets you float anywhere horizontally, as well as sink by repeatedly crouching. You are not able to jump while floating so you will have to ascend using sloped ground or objects. To regain the ability to jump, save and load the game. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
Most decorative objects are solid, meaning you can stand and jump off of them. By using explosives or firing at them while having slow-motion activated, you will be able to boost yourself to great heights. However, if the object is moving too fast then you will not be able to jump on it, you will just clip through. This means that most smaller objects are not suitable since their weights are so low, meaning they will traverse much quicker than for example cardboard boxes or trash cans. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Crouch glitch ===&lt;br /&gt;
It is possible to move at running speeds in areas where you normally only can fit by crouching (like vent shafts). Bind crouch to the scroll wheel and run up to the place you want to crouch through, then scroll one step with the scroll wheel while holding forward and you will be in crouch glitch mode until you stand up again. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Fence clipping ===&lt;br /&gt;
By standing at the edge of certain fences and leaning into it while moving and looking at a certain angle, it is possible to clip through it. While inside the fence, keep leaning and tap forward to try to brute force your way through it. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Bullet glitch ===&lt;br /&gt;
This glitch will make the equipped weapon use bullet properties of another weapon. Press and hold jump, then switch to another weapon and press use on a ladder while switching. If done correctly, the equipped weapon will now use bullet properties of the weapon that was attempted to switch to. This is useful to make the MP-50 deal no self damage, in order to boost oneself higher while floating. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Melee cancel ===&lt;br /&gt;
Punching animations can be canceled by crouching after each attack, therefore being able to perform multiple punches in a very short time span. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Climbing people ===&lt;br /&gt;
Normally you are only able to stand on people's heads without being able to jump from them. A way around that is to first glitch into them by simply walking towards them at the right angle, then spamming jump. At some point the game throws you out of the person you glitched into with a full jump. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Wall climbing ===&lt;br /&gt;
Certain types of walls are climbable in the same manner you can climb people - by hugging them and spamming jump. The climbing speed is related to how fast the game runs, some walls are climbed faster on high FPS while others are climbed faster on low FPS. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Corner clipping ===&lt;br /&gt;
It is possible to clip through most objects which have non-blocked corners. Stand on one of the corners and start spamming crouch. If you positioned yourself correctly, you should fall through the object. Now jump and crouch repeatedly towards the object and with some luck you will be able to move freely within the object. If you simply start running around after just spamming crouch at the corner, you will get ejected. Also note that the object must be tall enough to be able to jump crouch into it. Works on any version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expansion packs =&lt;br /&gt;
Extraction Point runs on version 1.07 and Perseus Mandate on version 1.08. They introduce the ability to bash down doors which is slightly faster than simply opening most of them.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/F.E.A.R.</id>
		<title>F.E.A.R.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/F.E.A.R."/>
				<updated>2017-01-13T07:30:33Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: New format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FEAR.html}}&lt;br /&gt;
= Categories =&lt;br /&gt;
[[F.E.A.R./SS_Low_any%|Single-segmented Low difficulty any%]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[F.E.A.R./Segmented_Low_any%|Segmented Low difficulty any%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[F.E.A.R./Game Mechanics and Glitches|Game Mechanics and Glitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[F.E.A.R./Additional Resources|Additional Resources]]&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches</id>
		<title>F.E.A.R./Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/F.E.A.R./Game_Mechanics_and_Glitches"/>
				<updated>2017-01-13T07:30:11Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: Created page with &amp;quot;Category:PC Category:Games {{sda run|http://speeddemosarchive.com/FEAR.html}}  = Basics =  === Movement speed === Your movement speed is affected by the weapon you're...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FEAR.html}}&lt;br /&gt;
&lt;br /&gt;
= Basics =&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
Your movement speed is affected by the weapon you're carrying. It's currently unknown if each weapon has its own weight, but there are at least three weight classes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Light&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Unarmed&amp;lt;br/&amp;gt;&lt;br /&gt;
Grenades&amp;lt;br/&amp;gt;&lt;br /&gt;
Pistol&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Medium&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Submachinegun&amp;lt;br/&amp;gt;&lt;br /&gt;
Assault Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
Shotgun&amp;lt;br/&amp;gt;&lt;br /&gt;
ASP Rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
Penetrator&amp;lt;br/&amp;gt;&lt;br /&gt;
Laser (EP)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heavy&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Particle Weapon&amp;lt;br/&amp;gt;&lt;br /&gt;
Rocket Launcher&amp;lt;br/&amp;gt;&lt;br /&gt;
Repeating Cannon&amp;lt;br/&amp;gt;&lt;br /&gt;
Minigun (EP)&lt;br /&gt;
&lt;br /&gt;
=== Weapon of choice ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Unarmed is the primary attack choice since you move at full speed and most standard enemies die in one-two punches.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kicks kill any unarmored enemy in one hit which is the fastest method of killing Shades and clearing enemies blocking a door.&lt;br /&gt;
&amp;lt;li/&amp;gt;Shotgun is the best weapon overall, killing standard enemies in one shot from mid-range and Heavy Armors in four head shots.&lt;br /&gt;
&amp;lt;li/&amp;gt;Penetrator is primarily used to kill Nightmares because of its high accuracy from long distance and high attack rate.&lt;br /&gt;
&amp;lt;li/&amp;gt;Proximity Mines are very useful against mechs because of their 100% armor penetration, as is the Rocket Launcher.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Difficulties ===&lt;br /&gt;
On Low difficulty, enemies deal 25% damage and their A.I. (tactics/aim) is 50% effective. You also regenerate health up to 40 hit points after not having taken damage for a short time.&lt;br /&gt;
&lt;br /&gt;
=== Useful cheat codes ===&lt;br /&gt;
god - God mode&amp;lt;br/&amp;gt;&lt;br /&gt;
guns - All weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
tears - No ammo consumption&amp;lt;br/&amp;gt;&lt;br /&gt;
maphole - Next level&amp;lt;br/&amp;gt;&lt;br /&gt;
health - Full health&amp;lt;br/&amp;gt;&lt;br /&gt;
armor - Full armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
=== Ladder glitch ===&lt;br /&gt;
Grab the top of a ladder and press jump to glitch the climbing animation into happening where you stand, making it possible to climb through the ground. Primary method of getting out of bounds. If you are in floating mode while performing this glitch you can repeat the climbing animation to climb even further down or even to the sides. To do this, bind crouch to the scroll-wheel and crouch once every time you want to repeat the animation. Works on version 1.00.&lt;br /&gt;
&lt;br /&gt;
=== Reload skip ===&lt;br /&gt;
If you holster your weapon or swap to another weapon and then pull it back out, its ammo clip will be full without having to reload. Works on version 1.04 and lower.&lt;br /&gt;
&lt;br /&gt;
=== Floating glitch ===&lt;br /&gt;
Press and hold jump, then spam crouch and use anywhere on a ladder. Sooner or later you will glitch into floating mode, which lets you float anywhere horizontally, as well as sink by repeatedly crouching. You're not able to jump while floating so you will have to ascend using sloped ground or objects. To regain the ability to jump, save and load the game. Used in conjunction with the ladder glitch to be able to float out of bounds. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
Most decorative objects are solid, meaning you can stand and jump off of them. By using explosives or firing at them while having slow-motion activated, you'll be able to boost yourself to great heights. However, if the object is moving too fast then you won't be able to jump on it, you'll just clip through. This means that most smaller objects are not suitable since their weight is so light, meaning they will traverse much quicker than for example cardboard boxes or trash cans. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Crouch glitch ===&lt;br /&gt;
You can move at running speed in areas where you normally only can fit by crouching (like vent shafts). Bind crouch to the scroll-wheel and run up to the place you want to crouch through, then scroll one step with the scroll-wheel while holding forward and you'll be in crouch glitch mode until you stand up again. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Melee cancel ===&lt;br /&gt;
You can cancel out the punching animation by crouching after the attack, therefore being able to perform multiple punches in a very short time span. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Climbing people ===&lt;br /&gt;
Normally you're only able to stand on people's heads without being able to jump from them. A way around that is to first glitch into them by simply walking at the right angle, then spamming jump. At some point the game throws you out of the person you glitched into with a full jump. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Wall climbing ===&lt;br /&gt;
You can climb certain types of walls in the same manner you can climb people, but it only works for a few walls. The climbing speed is also related to how fast the game runs, some walls are climbed faster on high fps while others are climbed faster on low. Works on any version.&lt;br /&gt;
&lt;br /&gt;
=== Corner clipping ===&lt;br /&gt;
You can clip into most objects which have non-blocked corners. Stand on one of the corners and start spamming crouch. If you positioned yourself correctly, you should fall through the object. Now jump and crouch repeatedly towards the object and with some luck you'll be able to move freely within the object. If you simply start running around after just spamming crouch at the corner, you'll get ejected. Also note that the object must be tall enough to be able to jump crouch into it. Works on any version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expansion packs =&lt;br /&gt;
Extraction Point runs on version 1.07 and Perseus Mandate on version 1.08. They introduce the ability to bash down doors which is slightly faster than simply opening them for certain doors.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Serious_Sam_HD</id>
		<title>Serious Sam HD</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Serious_Sam_HD"/>
				<updated>2017-01-13T07:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/SeriousSamHDTFE.html}}&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Serious_Sam_HD/SS_any%|Single-segmented any%]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serious_Sam_HD/IL_any%|Individual levels any%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Serious_Sam_HD/Game Mechanics and Glitches|Game Mechanics and Glitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serious_Sam_HD/Additional Resources|Additional Resources]]&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/StarCraft</id>
		<title>StarCraft</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/StarCraft"/>
				<updated>2017-01-13T07:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Starcraft.html}}&lt;br /&gt;
= Categories =&lt;br /&gt;
[[StarCraft/IL_any%|Individual levels any%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[StarCraft/Game Mechanics and Glitches|Game Mechanics and Glitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[StarCraft/Additional Resources|Additional Resources]]&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:Freezard</id>
		<title>User:Freezard</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:Freezard"/>
				<updated>2017-01-13T07:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: Added kbs for games I've been running&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Completed runs'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[StarCraft|StarCraft]] (IL)&amp;lt;br&amp;gt;&lt;br /&gt;
StarCraft: Brood War (IL)&amp;lt;br&amp;gt;&lt;br /&gt;
StarCraft II: Wings of Liberty (IL Casual/Brutal)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Diablo_III|Diablo III]] (IL NG+)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Left_4_Dead|Left 4 Dead]] (IL solo/SS co-op)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serious_Sam_HD|Serious Sam HD: The First Encounter]] (IL Tourist)&amp;lt;br&amp;gt;&lt;br /&gt;
Serious Sam HD: The Second Encounter (IL Tourist)&amp;lt;br&amp;gt;&lt;br /&gt;
Serious Sam: The First Encounter (IL Serious)&amp;lt;br&amp;gt;&lt;br /&gt;
[[F.E.A.R.|F.E.A.R.]] (Segmented Low)&amp;lt;br&amp;gt;&lt;br /&gt;
F.E.A.R. Extraction Point (SS Low)&amp;lt;br&amp;gt;&lt;br /&gt;
F.E.A.R. Perseus Mandate (SS Low)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Potential runs'''&amp;lt;br&amp;gt;&lt;br /&gt;
StarCraft II: Heart of the Swarm (IL Casual)&amp;lt;br&amp;gt;&lt;br /&gt;
Age of Empires III: The Asian Dynasties (IL)&amp;lt;br&amp;gt;&lt;br /&gt;
Serious Sam 3: BFE (IL Tourist)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller&amp;lt;br&amp;gt;&lt;br /&gt;
Age of Empires II&amp;lt;br&amp;gt;&lt;br /&gt;
Age of Mythology&amp;lt;br&amp;gt;&lt;br /&gt;
Command &amp;amp; Conquer 3&amp;lt;br&amp;gt;&lt;br /&gt;
Red Alert 3&amp;lt;br&amp;gt;&lt;br /&gt;
Prince of Persia: The Forgotten Sands&amp;lt;br&amp;gt;&lt;br /&gt;
Left 4 Dead 2&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/StarCraft/IL_any%25</id>
		<title>StarCraft/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/StarCraft/IL_any%25"/>
				<updated>2017-01-13T05:43:25Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: Added game versions used in the SDA runs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game versions =&lt;br /&gt;
&lt;br /&gt;
These are the game versions used for each level in the SDA runs.&lt;br /&gt;
&lt;br /&gt;
=== StarCraft ===&lt;br /&gt;
&lt;br /&gt;
* Z06, Z07, Z08 - 1.00&lt;br /&gt;
* Z01, Z02, Z03, Z04, Z09, Z10, P01, P02, P04, P09 - 1.03&lt;br /&gt;
* T00, T01, T05, T06, T08, T09, T10, P10 - 1.04&lt;br /&gt;
* T02, T03, T04, T07, Z05, P03, P05, P06, P07, P08 - 1.16.1&lt;br /&gt;
&lt;br /&gt;
=== Brood War ===&lt;br /&gt;
&lt;br /&gt;
* T01, Z05, Z06, Z08, Z09 - 1.04&lt;br /&gt;
* P03, P04, P06, P08 - 1.05&lt;br /&gt;
* Z04 - 1.08&lt;br /&gt;
* P01, P02, P05, P07, T02, T03, T04, T05, T06, T07, T08, Z01, Z02, Z03, Z07, Z10, Bonus - 1.16.1&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches</id>
		<title>Serious Sam HD/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches"/>
				<updated>2017-01-12T19:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: /* Glitches and tricks */ Added object boosting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
= Differences =&lt;br /&gt;
&lt;br /&gt;
This section lists the differences between the HD and non-HD games (Tourist difficulty assumed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
==== Physics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You no longer gain extra altitude when jumping up slopes.&lt;br /&gt;
&amp;lt;li/&amp;gt;The speed boost when jumping down slopes is smaller.&lt;br /&gt;
&amp;lt;li/&amp;gt;It is much easier to stand on top of enemies.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can prevent falling underwater by holding jump.&lt;br /&gt;
&amp;lt;li/&amp;gt;You cannot get hit by cannon balls anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Jumping on candles is now possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;While walking down stairs in non-HD, you will be airborne and unable to jump. In HD this is not the case.&lt;br /&gt;
&amp;lt;li/&amp;gt;&amp;quot;Swimming&amp;quot; when out of bounds in certain spots is no longer possible.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boosts and jumps ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Many boosts and jumps which require you to stand on enemies are only possible in HD.&lt;br /&gt;
&amp;lt;li/&amp;gt;Single bull boosts are much weaker.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleer boosts are stronger.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fish boosts are more effective.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kamikaze boosts have been removed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Cannon jumping is not possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;Higher difficulties no longer increase the power of the boosts.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Enemies now have different textures when damaged.&lt;br /&gt;
&amp;lt;li/&amp;gt;Beheaded Rocketeer/Firecracker have new melee weapons.&lt;br /&gt;
&amp;lt;li/&amp;gt;Floating Gnaars do no longer follow you vertically if jumping on them.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleers now always charge at you if close enough, instead of running next to you and slashing.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies do not get knocked back excessively when shot anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies only have the gore explosion death animation.&lt;br /&gt;
&amp;lt;li/&amp;gt;Highlander Aludran Reptiloids have higher health (20 rockets to 14 in non-HD).&lt;br /&gt;
&amp;lt;li/&amp;gt;The fireballs of the Highlander Aludran Reptiloids can now be destroyed with rockets.&lt;br /&gt;
&amp;lt;li/&amp;gt;The Electro-Fish's attack has longer range.&lt;br /&gt;
&amp;lt;li/&amp;gt;Large Lava Golems have higher health (29 uncharged cannon balls to 23 in non-HD).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Colt/twin colts fire 30%/20% slower.&lt;br /&gt;
&amp;lt;li/&amp;gt;Minigun does double damage, but fires at half the speed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Rocket Launcher ammo contains 8 rockets instead of 5.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenade Launcher fires up to 50% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenades now deal self damage.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fully charged Cannon fires 15% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Uncharged Cannon fires up to 135% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Switching weapons is much faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD there is a few frames of lag before projectiles appear, in HD they appear instantly (Grenade Launcher, Laser, Cannon).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The First Encounter ==&lt;br /&gt;
&lt;br /&gt;
=== Tomb of Ramses III ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer jump over the trigger that makes the wall move down in the corridor after the Gnaars.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD you have to jump up a steep slope right before the final room. In HD a candle has been added which simplifies the jump.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dunes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;There are now three Werebulls instead of two in the starting area.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Suburbs ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;A Minor Biomechanoid has been added close to the starting point. Killing it spawns a Kleer.&lt;br /&gt;
&amp;lt;li/&amp;gt;More geometry that you can get stuck on has been added to the well and the secret platform is bigger.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewers ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;By getting boosted by a Kleer you can get past the moving wall before the final area without having to press the button.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metropolis ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can get out of the level already in the second area by jumping on a Harpy.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alley of the Sphinxes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Karnak ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The spawn timing of some enemies in the arena battle has changed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Great Pyramid ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The waiting time for the door to open is now ~2:10 instead of ~2:00.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Glitches and tricks =&lt;br /&gt;
&lt;br /&gt;
=== Strafe jumping ===&lt;br /&gt;
&lt;br /&gt;
Strafe jumping increases your movement speed by up to 10%. Simply jump and tap the left and right movement keys repeatedly while in the air. You will gain small speed boosts which depend on how quickly you tap the movement keys, although tapping too quickly will nullify the effect.&lt;br /&gt;
&lt;br /&gt;
=== Harpy jumping and flying ===&lt;br /&gt;
Just like with the Floating Gnaar, it is possible to reach any height with a Harpy. First make it fly into a wall or stun it (only works on 30 FPS), then jump on to its back and scroll wheel jump. It works the same way as with the Floating Gnaar, except the Harpy will continuously kick you while you are standing on it, possibly canceling out the jumps. The kicking attacks can in turn be used to gain extremely fast horizontal speed. You will start floating towards the kicking direction, and for each consecutive kick, your speed will increase. However, you will need to move towards the center of the Harpy after every few kicks to adjust your position, otherwise you will be knocked off, although the higher FPS you play on, the harder it is to get knocked off. By combining the jumping and the horizontal boost you can basically fly around the levels, and you can instantly fall off by crouching.&lt;br /&gt;
&lt;br /&gt;
=== Floating with Floating Gnaars ===&lt;br /&gt;
Unlike in non-HD, the Floating Gnaars do not float higher if you simply keep jumping on them. However, you can trick them to do so by jumping horizontally out of their attacking range, making them move towards you to attack. By moving towards them and landing on them again, you will be floating horizontally towards the opposite direction of where you were attacked from. It is possible to float faster by having a second Floating Gnaar push on the other one. If you scroll wheel jump after performing the horizontal jump, the Floating Gnaar will keep following you upwards, meaning you can also quickly reach any height (easier on a high FPS). Finally, you can make them sink by crouching while standing on them.&lt;br /&gt;
&lt;br /&gt;
=== Bull jumping and riding ===&lt;br /&gt;
Bull jumping is performed by standing on top of a Werebull and jumping when it is about to attack. The altitude reached is timing dependent, but a perfect bull jump gives roughly the same height as a standard bull boost in non-HD. Getting launched by two Werebulls throws you even higher into the air (double bull jumping). It is also possible to travel with the speed of a Werebull by getting on top of one while it is running. Usually it does not work if on even ground with the Werebull, so it is easier to do when it comes charging down a hill. After a while it will halt in order to attack you, but it is possible to cancel out the attack by jumping out of its attack range and landing back on again. You can also let its attack hit you while you jump to perform a boosted bull jump.&lt;br /&gt;
&lt;br /&gt;
=== Clipping through the ground ===&lt;br /&gt;
There is a glitch which makes it possible to clip through the ground by pressing crouch as you are about to land from being airborne. The glitch is dependent on frame rate, your altitude and speed, and the thickness of the ground geometry. The lower the frame rate and the longer you fall as well as the thinner geometry, the higher the chances of clipping through the ground. It is possible to do it on 60 FPS in order to combine it with Harpy flying, but it does rely on extreme falling heights, thus 30 FPS is required for shorter distances.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
Due to a collision glitch, certain objects are able to boost you when you interact with them in a certain way, sending you great distances at extremely fast speeds. In order for the glitch to work, an FPS of roughly 200 is required, and any higher FPS does not appear to increase the power of the boost.&lt;br /&gt;
&lt;br /&gt;
=== Crouch swimming ===&lt;br /&gt;
Swim faster by holding either crouch while on the floor, or jump while at the roof. You will swim about twice as fast, but will be unable to turn while doing it.&lt;br /&gt;
&lt;br /&gt;
=== Turbo Laser ===&lt;br /&gt;
By binding primary fire to the mouse wheel, the Lasergun can fire three times as fast on 60 FPS (dealing 600 DPS - second only to Cannon), or even faster on higher FPS.&lt;br /&gt;
&lt;br /&gt;
=== Useful console commands ===&lt;br /&gt;
cht_bEnableCheats=2 - Enables the cheat menu accessed by pressing F3 when in the menu.&amp;lt;br&amp;gt;&lt;br /&gt;
gfx_iMaxFPSActive=X - Limits the FPS to X. Default is 2000.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches</id>
		<title>Serious Sam HD/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches"/>
				<updated>2016-09-07T10:59:33Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: /* Glitches and tricks */ Updated with latest discoveries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
= Differences =&lt;br /&gt;
&lt;br /&gt;
This section lists the differences between the HD and non-HD games (Tourist difficulty assumed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
==== Physics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You no longer gain extra altitude when jumping up slopes.&lt;br /&gt;
&amp;lt;li/&amp;gt;The speed boost when jumping down slopes is smaller.&lt;br /&gt;
&amp;lt;li/&amp;gt;It is much easier to stand on top of enemies.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can prevent falling underwater by holding jump.&lt;br /&gt;
&amp;lt;li/&amp;gt;You cannot get hit by cannon balls anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Jumping on candles is now possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;While walking down stairs in non-HD, you will be airborne and unable to jump. In HD this is not the case.&lt;br /&gt;
&amp;lt;li/&amp;gt;&amp;quot;Swimming&amp;quot; when out of bounds in certain spots is no longer possible.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boosts and jumps ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Many boosts and jumps which require you to stand on enemies are only possible in HD.&lt;br /&gt;
&amp;lt;li/&amp;gt;Single bull boosts are much weaker.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleer boosts are stronger.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fish boosts are more effective.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kamikaze boosts have been removed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Cannon jumping is not possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;Higher difficulties no longer increase the power of the boosts.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Enemies now have different textures when damaged.&lt;br /&gt;
&amp;lt;li/&amp;gt;Beheaded Rocketeer/Firecracker have new melee weapons.&lt;br /&gt;
&amp;lt;li/&amp;gt;Floating Gnaars do no longer follow you vertically if jumping on them.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleers now always charge at you if close enough, instead of running next to you and slashing.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies do not get knocked back excessively when shot anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies only have the gore explosion death animation.&lt;br /&gt;
&amp;lt;li/&amp;gt;Highlander Aludran Reptiloids have higher health (20 rockets to 14 in non-HD).&lt;br /&gt;
&amp;lt;li/&amp;gt;The fireballs of the Highlander Aludran Reptiloids can now be destroyed with rockets.&lt;br /&gt;
&amp;lt;li/&amp;gt;The Electro-Fish's attack has longer range.&lt;br /&gt;
&amp;lt;li/&amp;gt;Large Lava Golems have higher health (29 uncharged cannon balls to 23 in non-HD).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Colt/twin colts fire 30%/20% slower.&lt;br /&gt;
&amp;lt;li/&amp;gt;Minigun does double damage, but fires at half the speed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Rocket Launcher ammo contains 8 rockets instead of 5.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenade Launcher fires up to 50% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenades now deal self damage.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fully charged Cannon fires 15% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Uncharged Cannon fires up to 135% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Switching weapons is much faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD there is a few frames of lag before projectiles appear, in HD they appear instantly (Grenade Launcher, Laser, Cannon).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The First Encounter ==&lt;br /&gt;
&lt;br /&gt;
=== Tomb of Ramses III ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer jump over the trigger that makes the wall move down in the corridor after the Gnaars.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD you have to jump up a steep slope right before the final room. In HD a candle has been added which simplifies the jump.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dunes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;There are now three Werebulls instead of two in the starting area.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Suburbs ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;A Minor Biomechanoid has been added close to the starting point. Killing it spawns a Kleer.&lt;br /&gt;
&amp;lt;li/&amp;gt;More geometry that you can get stuck on has been added to the well and the secret platform is bigger.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewers ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;By getting boosted by a Kleer you can get past the moving wall before the final area without having to press the button.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metropolis ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can get out of the level already in the second area by jumping on a Harpy.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alley of the Sphinxes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Karnak ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The spawn timing of some enemies in the arena battle has changed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Great Pyramid ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The waiting time for the door to open is now ~2:10 instead of ~2:00.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Glitches and tricks =&lt;br /&gt;
&lt;br /&gt;
=== Strafe jumping ===&lt;br /&gt;
&lt;br /&gt;
Strafe jumping increases your movement speed by up to 10%. Simply jump and tap the left and right movement keys repeatedly while in the air. You will gain small speed boosts which depend on how quickly you tap the movement keys, although tapping too quickly will nullify the effect.&lt;br /&gt;
&lt;br /&gt;
=== Harpy jumping and flying ===&lt;br /&gt;
Just like with the Floating Gnaar, it is possible to reach any height with a Harpy. First make it fly into a wall or stun it (only works on 30 FPS), then jump on to its back and scroll wheel jump. It works the same way as with the Floating Gnaar, except the Harpy will continuously kick you while you are standing on it, possibly canceling out the jumps. The kicking attacks can in turn be used to gain extremely fast horizontal speed. You will start floating towards the kicking direction, and for each consecutive kick, your speed will increase. However, you will need to move towards the center of the Harpy after every few kicks to adjust your position, otherwise you will be knocked off, although the higher FPS you play on, the harder it is to get knocked off. By combining the jumping and the horizontal boost you can basically fly around the levels, and you can instantly fall off by crouching.&lt;br /&gt;
&lt;br /&gt;
=== Floating with Floating Gnaars ===&lt;br /&gt;
Unlike in non-HD, the Floating Gnaars do not float higher if you simply keep jumping on them. However, you can trick them to do so by jumping horizontally out of their attacking range, making them move towards you to attack. By moving towards them and landing on them again, you will be floating horizontally towards the opposite direction of where you were attacked from. It is possible to float faster by having a second Floating Gnaar push on the other one. If you scroll wheel jump after performing the horizontal jump, the Floating Gnaar will keep following you upwards, meaning you can also quickly reach any height (easier on a high FPS). Finally, you can make them sink by crouching while standing on them.&lt;br /&gt;
&lt;br /&gt;
=== Bull jumping and riding ===&lt;br /&gt;
Bull jumping is performed by standing on top of a Werebull and jumping when it is about to attack. The altitude reached is timing dependent, but a perfect bull jump gives roughly the same height as a standard bull boost in non-HD. Getting launched by two Werebulls throws you even higher into the air (double bull jumping). It is also possible to travel with the speed of a Werebull by getting on top of one while it is running. Usually it does not work if on even ground with the Werebull, so it is easier to do when it comes charging down a hill. After a while it will halt in order to attack you, but it is possible to cancel out the attack by jumping out of its attack range and landing back on again. You can also let its attack hit you while you jump to perform a boosted bull jump.&lt;br /&gt;
&lt;br /&gt;
=== Clipping through the ground ===&lt;br /&gt;
There is a glitch which makes it possible to clip through the ground by pressing crouch as you are about to land from being airborne. The glitch is dependent on frame rate, your altitude and speed, and the thickness of the ground geometry. The lower the frame rate and the longer you fall as well as the thinner geometry, the higher the chances of clipping through the ground. It is possible to do it on 60 FPS in order to combine it with Harpy flying, but it does rely on extreme falling heights, thus 30 FPS is required for shorter distances.&lt;br /&gt;
&lt;br /&gt;
=== Object boosting ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crouch swimming ===&lt;br /&gt;
Swim faster by holding either crouch while on the floor, or jump while at the roof. You will swim about twice as fast, but will be unable to turn while doing it.&lt;br /&gt;
&lt;br /&gt;
=== Turbo Laser ===&lt;br /&gt;
By binding primary fire to the mouse wheel, the Lasergun can fire three times as fast on 60 FPS (dealing 600 DPS - second only to Cannon), or even faster on higher FPS.&lt;br /&gt;
&lt;br /&gt;
=== Useful console commands ===&lt;br /&gt;
cht_bEnableCheats=2 - Enables the cheat menu accessed by pressing F3 when in the menu.&amp;lt;br&amp;gt;&lt;br /&gt;
gfx_iMaxFPSActive=X - Limits the FPS to X. Default is 2000.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/StarCraft/Game_Mechanics_and_Glitches</id>
		<title>StarCraft/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/StarCraft/Game_Mechanics_and_Glitches"/>
				<updated>2016-08-17T00:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: /* Balance changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Glitches =&lt;br /&gt;
&lt;br /&gt;
== All Races ==&lt;br /&gt;
&lt;br /&gt;
=== Avoiding the Hub Placement Constraints (Ignore Mineral Proximity glitch) ===&lt;br /&gt;
If you cannot see minerals or vespene geysers, they do not constrict the location in which you can build your command centre/hatchery/nexus. Therefore, if you can manage to start construction of a hub next to minerals, before actually revealing the minerals through the fog of war, you can get the hub to be closer to the minerals than intended. This can be achieved through the use of optical flares, or the build anywhere terran and zerg glitches. Works on at least version 1.00, and possibly other versions.&lt;br /&gt;
&lt;br /&gt;
For some reason, this does not occur for all mineral patches, but it does for most.&lt;br /&gt;
&lt;br /&gt;
=== GUI/Game control split ===&lt;br /&gt;
If (on a slow game speed) you set a control group and quickly select the same control group, the game will update faster than the user interface, meaning that the game will select the control group you set it to, while the interface will select the control group that had previously been set. This allows you to appear to be controlling one unit but really be controlling another. This is a precursor to many other glitches, allowing you to issue orders to unintended receivers.&lt;br /&gt;
&lt;br /&gt;
=== Free resources in laggy conditions (controversial) ===&lt;br /&gt;
If the game is lagging, you can cancel units or structures multiple times, which results in free resources. Deliberately using third party programs to create lag should be disallowed, but if someone were to use a computer that meets the minimum system requirements for starcraft, without using third party programs, and it is possible to make the game lag during normal gameplay, the game may be considered to be running as intended, and the use of this glitch may be acceptable. The use of this glitch is highly controversial. As it requires old hardware or third-party software, this may require a different category to ordinary speedrunning. This got fixed in version 1.01, although a version of this relating to Guardians remained until version 1.02.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terran ==&lt;br /&gt;
&lt;br /&gt;
===CC slide===&lt;br /&gt;
Allows you to slide a Command Center to unbuildable locations, e.g. right next to resources. You can produce SCVs while the CC is moving and also build right on top of it after performing this glitch. To perform, lift off the CC and order it to land on a valid location, then hold shift and press S followed by a right-click on the location you want it to slide to. The CC stops sliding if colliding with any solid material. Works on version 1.04 and lower.&lt;br /&gt;
&lt;br /&gt;
===Produce units while lifting a building===&lt;br /&gt;
Press L then immediately the hotkey for the unit/upgrade you want to produce. The building will begin production already while lifting off. If you float or slide the building after performing this glitch, units will still spawn where the building first lifted off. Works for any unit/upgrade, but annoyingly hard to pull off. Used together with the CC slide to get the first SCV out earlier. Works on version 1.05 and lower.&lt;br /&gt;
&lt;br /&gt;
===Build anywhere===&lt;br /&gt;
By trapping an SCV near a cliff, you can force it to build basically anywhere on the map. The only exceptions are unexplored areas as well as areas unreachable by land (unless you have had units in that area already). Once trapped, be sure there is a little breathing space for the SCV and then order it to move diagonally, then simply place the building on a valid location. The construction of the building will start immediately and the SCV will fly to the set location. Works on version 1.07 and lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zerg ==&lt;br /&gt;
&lt;br /&gt;
===Invincible Drone===&lt;br /&gt;
Simply mutate a Drone into a building while its HP is one, then cancel the mutation. The Drone will stay invincible until mutated into another building. Does not work with Extractors. Works on version 1.03 and lower.&lt;br /&gt;
&lt;br /&gt;
===Teleporting Drone===&lt;br /&gt;
Similar to the Terran build anywhere glitch, except you have to follow the standard building rules for Zerg. Unlike the SCV, the Drone can be trapped anywhere and will instantly mutate into the selected building. Works on version 1.07 and lower.&lt;br /&gt;
&lt;br /&gt;
Note that the drone teleports to the destination for one frame before turning into a building. Ordinarily, when a drone is holding a quest item and turns into a building, the quest item will be teleported to it's &amp;quot;home&amp;quot;. So when trying to move a quest item to it's destination with this method, we have to interrupt the process of turning into a building without stopping the order to build until after the drone has teleported. The easiest way to do this is to use up minerals between starting the teleport and the drone reaching it's destination, so that you no longer have enough minerals to build the structure.&lt;br /&gt;
&lt;br /&gt;
===Floating Drone #1===&lt;br /&gt;
Order a Drone to mutate into an Extractor, then shift-right-click where you want the Drone to float. When the Drone is about to mutate, use up minerals so that you do not have the required 50 for the Extractor. The Drone will float over any obstacles until the destination is reached or it is given another order. Works on version 1.09 and lower.&lt;br /&gt;
&lt;br /&gt;
This bug can also be triggered by telling a helper drone to mutate to an extractor before the flyer drone reaches the extractor. This makes it easier to execute this glitch if you already have a lot of minerals or you do not want to interrupt your economy too much. However, it does require the use of an extra drone.&lt;br /&gt;
&lt;br /&gt;
===Floating Drone #2===&lt;br /&gt;
Order a Drone to mutate into an Extractor, then shift-click the geyser a few times and shift-right-click where you want the Drone to float. When the Drone is about to mutate, spam the stop command as fast as you can until you see the Drone's shadow disappear. The Drone will float over any obstacles until the destination is reached or it is given another order. Hard to perform, recommended to lower the game speed two steps when ordering the stop command. Works on any version other than 1.10.&lt;br /&gt;
&lt;br /&gt;
You need to press stop exactly one frame before the drone's shadow disappears. You can buffer stop commands before this point, as they will have no effect. You cannot, however, buffer commands after or on the frame that the drone's shadow disappears, or you will cancel the move order and the drone will stop floating. So it is a one-frame trick that can be buffered in exactly one direction.&lt;br /&gt;
&lt;br /&gt;
Floating Drone #2 allows you to command the drone after it has started floating, although doing so will cause it to cease to float. It also avoids the landing procedure that happens if you use the other version of the floating drone trick. This means that Floating Drone #2 is generally better than Floating Drone #1, but it is much harder to execute.&lt;br /&gt;
&lt;br /&gt;
===Stacking units===&lt;br /&gt;
Burrow any unit and assign it to a control group (ctrl-1). Select the units you want stacked, then quickly press U, ctrl-1, 1, U. Order the units around, and if the glitch was successful, the units should now be able to stack with each other. Burrowing turns them normal again. Also, lowering the game speed helps out a lot, since the key combination needs to be done before they have finished burrowing. Works on version 1.14 and lower.&lt;br /&gt;
&lt;br /&gt;
===Mobile Nydus Canal exit===&lt;br /&gt;
When the exit of a Nydus Canal is mutating, morph an Overlord and assign it to a control group (ctr-1). Select the exit then quickly press ctrl-1, 1 and esc. Lowering the game speed helps. If done correctly, a Drone will pop out of the canceled exit which now acts as a mobile exit, even while burrowed or when inside an Overlord. Works on version 1.14 and lower.&lt;br /&gt;
&lt;br /&gt;
===Drone Heal===&lt;br /&gt;
Mutating a drone into a building will ordinarily mean that the drone turns into a building, using the drone's ID. However, turning a drone into an extractor will cause the geyser to turn into the extractor, and the drone to be deleted. When cancelling the extractor, it does not know what hp the drone that built it was at, and so it creates a completely new drone with full health. This is really only useful in RTA runs or marathon-safe strategies, so that if you fail the Invincible Drone glitch you can try again.&lt;br /&gt;
&lt;br /&gt;
===Extractor Trick===&lt;br /&gt;
This is a very well known trick, which relies on the fact that a drone is consumed when making a building, and refunded when it is cancelled. By mutating a drone into a cheap building (such as an extractor or creep colony), you will lose supply. You may then build units even if you were previously supply capped, and then cancel the building to get the drone back. This allows you to go over your supply cap at the cost of a small amount of minerals (as cancelling a building does not give a full refund). This is particularly useful in accelerating your economy during the earlygame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protoss ==&lt;br /&gt;
&lt;br /&gt;
===Flying Templar===&lt;br /&gt;
If you give two high templar or dark templar the order to merge, shift-click some location and give them the stop command as they are about to merge, they will float over any terrain to travel to the location that was shift-clicked. Works on version 1.10 and lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Near-Useless but Interesting Glitches (in the interest of completeness) ==&lt;br /&gt;
&lt;br /&gt;
=== Mine from anywhere (at the cost of 150 energy) ===&lt;br /&gt;
Order a probe to mine from a patch of minerals. Place an arbiter on top of somewhere unwalkable, such as ocean or a cliff. Tell the arbiter to recall the probe, making sure to lead the shot so that the probe does not move out of the way. The probe will stop and begin mining minerals, even if it is nowhere near the mineral patch. This also works with probes returning minerals.&lt;br /&gt;
&lt;br /&gt;
This actually leads to a few more similar glitches, but not every ability can be used at long range in this way. Most disappointingly, long-range nuclear strikes cannot be initiated at long range (at least without additional, unknown steps)&lt;br /&gt;
&lt;br /&gt;
For example, building structures with SCVs at a long range will work (but building structures with probes at long range will not). This can be done normally with the SCV float glitch, however, so this is useless. If used on probes gathering gas, the probes will teleport to be inside the refinary. This is still practically useless, however.&lt;br /&gt;
&lt;br /&gt;
=== Permanently Invisible Zerg Units and Buildings (requiring the use of the Protoss Arbiter ) ===&lt;br /&gt;
If a zerg drone or other burrowing unit (obtainable via mind-control) is burrowed at the same time as it enters the cloaking field of an arbiter, then it will become permanently invisible. Buildings (other than extractors) created from this drone will also be permanently invisible.&lt;br /&gt;
&lt;br /&gt;
=== Fully Refund Mutalisks (excluding larva cost) ===&lt;br /&gt;
Tell a mutalisk to morph to a guardian. Tell the mutalisk to stop morphing to a guardian twice in rapid succession on a slow gamespeed. The mutalisk will first revert to the morphing state, used for morphing larvae to mutalisks. The mutalisk would then revert to its normal state, but it is instead given a cancel order. Because it is in a state used for morphing larvae to mutalisks, it knows what to do and refunds it's full cost. Unfortunately, a similar glitch does not work on sunken colonies (this would be more useful), because they do not come out of larva. In laggy situations, according to the starcraft patch notes, this can give multiple refunds. Fixed in version 1.02.&lt;br /&gt;
&lt;br /&gt;
=== Unlimited Range Glitch ===&lt;br /&gt;
If a unit is in it's pre-attack animation, attacking a non-combat unit through automatic target acquisition, then if an enemy unit attacks your unit or a unit nearby to your unit, your unit will acquire it as a target from an unlimited range. [http://www.teamliquid.net/forum/brood-war/96786-how-to-make-sunkens-have-infinite-range This is discussed here in Team Liquid]&lt;br /&gt;
&lt;br /&gt;
=== Untested Crazy Drone Bug from some Random You-Tube video (lol) ===&lt;br /&gt;
If you tell a (presumably mind-controlled) drone to become an extractor, use maelstrom on it, and get another drone to become an extractor on the same geyser, the drone will continuously attempt to build an extractor on the geyser, resulting in a lot of error messages. Recalling the drone after it has reached the geyser will cause the drone to fly back to the geyser and continue to attempt to become an extractor. May also work if minerals become insufficient to build the geyser (similarly to the floating drone trick).&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
&lt;br /&gt;
Balance changes were made in patch [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.02 1.02], [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.04 1.04], [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.05 1.05] and [http://wiki.teamliquid.net/starcraft/Patch_1.08 1.08]. Thus the game version makes a huge difference when attempting to speedrun a mission, especially for the Protoss campaign since it is not relying on any glitches.&lt;br /&gt;
&lt;br /&gt;
=== Visible in-game timer ===&lt;br /&gt;
&lt;br /&gt;
[http://winner.cspsx.de/Starcraft Chaoslauncher] is a third-party program that comes with a plugin called APMAlert, which features a visible in-game timer. Unfortunately it is only compatible with version 1.16.1.&lt;br /&gt;
&lt;br /&gt;
=== Unit orientations ===&lt;br /&gt;
&lt;br /&gt;
Units will take up to one second to respond to a movement order when idle depending on their orientation relative to the movement position. If facing the movement position, units will respond immediately. This is important in the beginning of some missions as the orientations of units are randomly chosen.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating spawns ===&lt;br /&gt;
&lt;br /&gt;
For Terran and Protoss, you can manipulate units to spawn at a location different to the default one. Simply block the spawn location with a unit or building and the produced units will spawn at the next free location counterclockwise to the spawn location.&lt;br /&gt;
&lt;br /&gt;
=== Incorrect elapsed time ===&lt;br /&gt;
&lt;br /&gt;
Pre-1.03, a bug exists that incorrectly displays the elapsed time after finishing a mission. The time will be about two seconds slower on short missions (&amp;lt; 2 minutes), although the effect for longer missions is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AI behavior ===&lt;br /&gt;
&lt;br /&gt;
The AI behavior was improved in patch 1.04. The changes are not completely known, although it has been noted that the enemy units have a larger awareness radius post-1.03 and will chase down attacking units from a greater distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Brood War =&lt;br /&gt;
The minimum version Brood War runs on is 1.04, thus many of the glitches in the base game are not available.&lt;br /&gt;
&lt;br /&gt;
=== Pause glitch ===&lt;br /&gt;
The in-game timer is paused while the game is in the menu. This can be abused during transmissions, which usually need to finish before the game can continue. There are three types of transmissions which require different pausing techniques:&lt;br /&gt;
&lt;br /&gt;
;Game goes on like normal:Just bring up the menu during the transmission. Go back to the game when the transmission is over.&lt;br /&gt;
;Game pauses:Click the menu button and keep holding left-click until the transmission starts. Go back to the game before the transmission is over, or the in-game timer will have proceeded like normal.&lt;br /&gt;
;Screen centers on a position followed by a pause:Press F10 right before the transmission starts. This is tricky as the timing window is just a few frames. Go back to the game before the transmission is over.&lt;br /&gt;
&lt;br /&gt;
Note: Pausing the game does actually increase the in-game time by a certain amount each time (amount varies, but at least half a second). This can easily be seen when running the visible in-game timer and comparing it to the actual completion time. This means that, while it does make hitting the timing window of the third transmission type easier, excessive pausing should be avoided.&lt;br /&gt;
&lt;br /&gt;
===Super mutas===&lt;br /&gt;
Be sure to have Lurker Aspect researched and at least 50/100 minerals/gas. Assign a Hydralisk to a control group (ctrl-1). Select any unit or building except another Hydralisk, then quickly press ctrl-1, 1, L. Lowering the game speed helps. The unit will turn into a cocoon which will hatch a Lurker. However, if you cancel the morphing of the cocoon, the unit will instead turn into a Mutalisk. The resources spent are returned, and the supply count will increase by 1. The Mutalisk will also gain certain upgrades that the unit had before being transformed. Thus this glitch is best performed on Zerglings; the Mutalisk will receive both the speed and attack rate upgrade once researched, at a cost of only 50 minerals and 3 supply for two Mutalisks. Works on version 1.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Notes on Types of Glitches (To keep in mind while glitch-hunting) =&lt;br /&gt;
Starcraft has had a lot of hackers and similar in it's history, as well as a lot of players, so it is likely to be very barren. However, there is always the possibility of new glitches, and they will probably fit into one of these categories.&lt;br /&gt;
=== Order queue glitches ===&lt;br /&gt;
Order queue glitches are caused when adding a command to the order queue, causing the command to be carried out at an unintended time, as the previous order has finished but the full consequences of that order have not yet been carried out. Order queue glitches include the CC slide glitch, the floating drone glitch and the floating templar glitch.&lt;br /&gt;
&lt;br /&gt;
=== Order to Unintended Receiver Glitches ===&lt;br /&gt;
These are caused when an order is given to an unintended receiver, through the GUI changing too slowly as the unit's state changes (as in the glitch that allows you to produce units in a floating building), or through the GUI/Game control split technique, which also relies on the GUI changing too slowly. The Stacking units glitch, mobile nydus exit glitch, super mutas glitch, and unit production in floating building glitch rely on this.&lt;br /&gt;
&lt;br /&gt;
=== Screwed-up Proximity Check Glitches ===&lt;br /&gt;
These are caused when, for whatever reason, starcraft's proximity algorithm screws up and it thinks that a unit is in the position that it is attempting to path to and so that it can begin whatever action it was going to do when it got there. This can occur when a unit is trapped and at the end of it's pathfinding, or when a arbiter attempts to recall a unit while hovering over unwalkable terrain. The teleporting drone glitch and floating scv glitch rely on this.&lt;br /&gt;
&lt;br /&gt;
=== Other glitches ===&lt;br /&gt;
Other glitches include the Ignore Mineral Proximity glitch and the invincible drone glitch. These do not belong to any large family of glitches.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches</id>
		<title>Serious Sam HD/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Serious_Sam_HD/Game_Mechanics_and_Glitches"/>
				<updated>2016-04-06T17:01:10Z</updated>
		
		<summary type="html">&lt;p&gt;Freezard: /* The First Encounter */ Added Alley of the Sphinxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
= Differences =&lt;br /&gt;
&lt;br /&gt;
This section lists the differences between the HD and non-HD games (Tourist difficulty assumed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
==== Physics ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You no longer gain extra altitude when jumping up slopes.&lt;br /&gt;
&amp;lt;li/&amp;gt;The speed boost when jumping down slopes is smaller.&lt;br /&gt;
&amp;lt;li/&amp;gt;It is much easier to stand on top of enemies.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can prevent falling underwater by holding jump.&lt;br /&gt;
&amp;lt;li/&amp;gt;You cannot get hit by cannon balls anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Jumping on candles is now possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;While walking down stairs in non-HD, you will be airborne and unable to jump. In HD this is not the case.&lt;br /&gt;
&amp;lt;li/&amp;gt;&amp;quot;Swimming&amp;quot; when out of bounds in certain spots is no longer possible.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boosts and jumps ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Many boosts and jumps which require you to stand on enemies are only possible in HD.&lt;br /&gt;
&amp;lt;li/&amp;gt;Single bull boosts are much weaker.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleer boosts are stronger.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fish boosts are more effective.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kamikaze boosts have been removed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Cannon jumping is not possible.&lt;br /&gt;
&amp;lt;li/&amp;gt;Higher difficulties no longer increase the power of the boosts.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Enemies now have different textures when damaged.&lt;br /&gt;
&amp;lt;li/&amp;gt;Beheaded Rocketeer/Firecracker have new melee weapons.&lt;br /&gt;
&amp;lt;li/&amp;gt;Floating Gnaars do no longer follow you vertically if jumping on them.&lt;br /&gt;
&amp;lt;li/&amp;gt;Kleers now always charge at you if close enough, instead of running next to you and slashing.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies do not get knocked back excessively when shot anymore.&lt;br /&gt;
&amp;lt;li/&amp;gt;Harpies only have the gore explosion death animation.&lt;br /&gt;
&amp;lt;li/&amp;gt;Highlander Aludran Reptiloids have higher health (20 rockets to 14 in non-HD).&lt;br /&gt;
&amp;lt;li/&amp;gt;The fireballs of the Highlander Aludran Reptiloids can now be destroyed with rockets.&lt;br /&gt;
&amp;lt;li/&amp;gt;The Electro-Fish's attack has longer range.&lt;br /&gt;
&amp;lt;li/&amp;gt;Large Lava Golems have higher health (29 uncharged cannon balls to 23 in non-HD).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;Colt/twin colts fire 30%/20% slower.&lt;br /&gt;
&amp;lt;li/&amp;gt;Minigun does double damage, but fires at half the speed.&lt;br /&gt;
&amp;lt;li/&amp;gt;Rocket Launcher ammo contains 8 rockets instead of 5.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenade Launcher fires up to 50% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Grenades now deal self damage.&lt;br /&gt;
&amp;lt;li/&amp;gt;Fully charged Cannon fires 15% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Uncharged Cannon fires up to 135% faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;Switching weapons is much faster.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD there is a few frames of lag before projectiles appear, in HD they appear instantly (Grenade Launcher, Laser, Cannon).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The First Encounter ==&lt;br /&gt;
&lt;br /&gt;
=== Tomb of Ramses III ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer jump over the trigger that makes the wall move down in the corridor after the Gnaars.&lt;br /&gt;
&amp;lt;li/&amp;gt;In non-HD you have to jump up a steep slope right before the final room. In HD a candle has been added which simplifies the jump.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dunes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;There are now three Werebulls instead of two in the starting area.&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Suburbs ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;A Minor Biomechanoid has been added close to the starting point. Killing it spawns a Kleer.&lt;br /&gt;
&amp;lt;li/&amp;gt;More geometry that you can get stuck on has been added to the well and the secret platform is bigger.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewers ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;By getting boosted by a Kleer you can get past the moving wall before the final area without having to press the button.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metropolis ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can get out of the level already in the second area by jumping on a Harpy.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alley of the Sphinxes ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;You can no longer skip the arena battle by getting pushed into the door.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Karnak ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The spawn timing of some enemies in the arena battle has changed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Great Pyramid ===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li/&amp;gt;The waiting time for the door to open is now ~2:10 instead of ~2:00.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Glitches and tricks =&lt;br /&gt;
&lt;br /&gt;
=== Bull jumping ===&lt;br /&gt;
Performed by standing on top of a bull and jumping when it is about to attack. The altitude reached is timing dependent, but a perfect bull jump gives roughly the same height as a standard bull boost in non-HD. Getting launched by two bulls throws you even higher into the air (double bull jumping).&lt;br /&gt;
&lt;br /&gt;
=== Bull riding ===&lt;br /&gt;
A really fast and relatively simple boost. Just get on top of a Werebull while it is running. Usually does not work if on even ground with the Werebull, easier to do when it comes charging down a hill. After a while it will stop to attack you, but it is possible to cancel out the attack by jumping out of its attack range and landing back on again. You can also let its attack hit you while you jump to perform a boosted bull jump.&lt;br /&gt;
&lt;br /&gt;
=== Getting anywhere with Floating Gnaars ===&lt;br /&gt;
Unlike in non-HD, the Floating Gnaars do not float higher if you simply keep jumping on them. However, you can trick them to do so by jumping horizontally out of their attacking range, making them move towards you to attack. By landing on them again, you will be floating horizontally towards the opposite direction you were attacked from. Even better, if you scroll wheel jump after doing this they will keep following you upwards, meaning you can quickly reach any height. Finally, you can make them sink by crouching when standing on them.&lt;br /&gt;
&lt;br /&gt;
=== Harpy jumping and flying ===&lt;br /&gt;
Just like with the Floating Gnaar, it is possible to reach any height with a Harpy. First make it fly into a wall or stun it (four bullets with the Tommygun), then jump on to its back and scroll wheel jump. It works the same way as with the Floating Gnaar, except the Harpy will continuously kick you while you are standing on it, possibly canceling out the jumps. The kicking attacks can in turn be used to gain extremely fast horizontal speed. Stun the Harpy and jump on to its head, then wait for it to start kicking you. You will start floating towards the kicking direction, and for each consecutive kick, your speed will increase. However, you will need to move towards the center of the Harpy during or after each kick to adjust your position, otherwise you will be knocked off. This is extremely hard to control as your velocity increases, so you can gain some extra time on the Harpy by stunning it, making it stop kicking for a moment. By combining the jumping and the horizontal boost you can basically fly around the levels.&lt;br /&gt;
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=== Super Kleer jump ===&lt;br /&gt;
Involves riding on multiple Kleers to build up enough momentum to get boosted up a sloped wall. Can result in altitudes as high as a strong cannon jump in non-HD.&lt;br /&gt;
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=== Falling through the ground ===&lt;br /&gt;
There is a glitch which makes it possible to fall through the ground by pressing crouch as you are about to land. The glitch is dependent on frame rate, altitude and the thickness of the ground geometry. The lower the frame rate and the longer you fall as well as the thinner geometry, the higher the chances of falling through the ground. It is practically impossible on 60 FPS, hence why 30 FPS should be used to perform this glitch.&lt;br /&gt;
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=== Turbo Laser ===&lt;br /&gt;
By binding primary fire to mouse wheel, the Lasergun can fire three times as fast on 60 FPS, dealing 600 DPS (second only to Cannon).&lt;br /&gt;
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=== Useful console commands ===&lt;br /&gt;
cht_bEnableCheats=2 - Enables the cheat menu accessed by pressing F3 when in the menu.&amp;lt;br/&amp;gt;&lt;br /&gt;
gfx_iMaxFPSActive=X - Limits the FPS to X. Default is 2000.&lt;/div&gt;</summary>
		<author><name>Freezard</name></author>	</entry>

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